converted all tabs to 4 spaces

This commit is contained in:
Yehonal
2016-06-26 19:23:57 +02:00
parent 52f305111c
commit f6eefedcd5
717 changed files with 132388 additions and 132388 deletions

View File

@@ -175,7 +175,7 @@ Player* ObjectAccessor::FindPlayer(uint64 guid)
Player* ObjectAccessor::FindPlayerInOrOutOfWorld(uint64 guid)
{
return GetObjectInOrOutOfWorld(guid, (Player*)NULL);
return GetObjectInOrOutOfWorld(guid, (Player*)NULL);
}
Unit* ObjectAccessor::FindUnit(uint64 guid)
@@ -235,21 +235,21 @@ void ObjectAccessor::RemoveCorpse(Corpse* corpse, bool final)
{
ASSERT(corpse && corpse->GetType() != CORPSE_BONES);
if (!final)
{
TRINITY_WRITE_GUARD(ACE_RW_Thread_Mutex, i_corpseLock);
Player2CorpsesMapType::iterator iter = i_player2corpse.find(corpse->GetOwnerGUID());
if (iter == i_player2corpse.end())
return;
i_player2corpse.erase(iter);
AddDelayedCorpseAction(corpse, 0);
return;
}
if (!final)
{
TRINITY_WRITE_GUARD(ACE_RW_Thread_Mutex, i_corpseLock);
Player2CorpsesMapType::iterator iter = i_player2corpse.find(corpse->GetOwnerGUID());
if (iter == i_player2corpse.end())
return;
i_player2corpse.erase(iter);
AddDelayedCorpseAction(corpse, 0);
return;
}
//TODO: more works need to be done for corpse and other world object
if (Map* map = corpse->FindMap())
{
// xinef: ok, should be called in both cases
// xinef: ok, should be called in both cases
corpse->DestroyForNearbyPlayers();
if (corpse->IsInGrid())
map->RemoveFromMap(corpse, false);
@@ -329,7 +329,7 @@ Corpse* ObjectAccessor::ConvertCorpseForPlayer(uint64 player_guid, bool insignia
// Map can be NULL
Map* map = corpse->FindMap();
bool inWorld = corpse->IsInWorld();
bool inWorld = corpse->IsInWorld();
// remove corpse from player_guid -> corpse map and from current map
RemoveCorpse(corpse);
@@ -404,67 +404,67 @@ void ObjectAccessor::RemoveOldCorpses()
ConvertCorpseForPlayer(itr->first);
}
// pussywizard: for deleting bones
std::list<uint64>::iterator next2;
TRINITY_WRITE_GUARD(ACE_RW_Thread_Mutex, i_corpseLock);
for (std::list<uint64>::iterator itr = i_playerBones.begin(); itr != i_playerBones.end(); itr = next2)
{
next2 = itr;
++next2;
// pussywizard: for deleting bones
std::list<uint64>::iterator next2;
TRINITY_WRITE_GUARD(ACE_RW_Thread_Mutex, i_corpseLock);
for (std::list<uint64>::iterator itr = i_playerBones.begin(); itr != i_playerBones.end(); itr = next2)
{
next2 = itr;
++next2;
Corpse* c = GetObjectInWorld((*itr), (Corpse*)NULL);
if (c)
{
if (!c->IsExpired(now))
continue;
Corpse* c = GetObjectInWorld((*itr), (Corpse*)NULL);
if (c)
{
if (!c->IsExpired(now))
continue;
if (Map* map = c->FindMap())
{
if (c->IsInGrid())
map->RemoveFromMap(c, false);
else
{
c->DestroyForNearbyPlayers();
c->RemoveFromWorld();
c->ResetMap();
}
}
else
c->RemoveFromWorld();
}
if (Map* map = c->FindMap())
{
if (c->IsInGrid())
map->RemoveFromMap(c, false);
else
{
c->DestroyForNearbyPlayers();
c->RemoveFromWorld();
c->ResetMap();
}
}
else
c->RemoveFromWorld();
}
i_playerBones.erase(itr);
}
i_playerBones.erase(itr);
}
}
void ObjectAccessor::AddDelayedCorpseAction(Corpse* corpse, uint8 action, uint32 mapId, uint32 instanceId)
{
TRINITY_GUARD(ACE_Thread_Mutex, DelayedCorpseLock);
i_delayedCorpseActions.push_back(DelayedCorpseAction(corpse, action, mapId, instanceId));
TRINITY_GUARD(ACE_Thread_Mutex, DelayedCorpseLock);
i_delayedCorpseActions.push_back(DelayedCorpseAction(corpse, action, mapId, instanceId));
}
void ObjectAccessor::ProcessDelayedCorpseActions()
{
TRINITY_GUARD(ACE_Thread_Mutex, DelayedCorpseLock);
for (std::list<DelayedCorpseAction>::iterator itr = i_delayedCorpseActions.begin(); itr != i_delayedCorpseActions.end(); ++itr)
{
DelayedCorpseAction a = (*itr);
switch (a._action)
{
case 0: // remove corpse
RemoveCorpse(a._corpse, true);
break;
case 1: // add bones
if (Map* map = sMapMgr->FindMap(a._mapId, a._instanceId))
if (!map->IsRemovalGrid(a._corpse->GetPositionX(), a._corpse->GetPositionY()))
{
a._corpse->SetMap(map);
map->AddToMap(a._corpse);
}
break;
}
}
i_delayedCorpseActions.clear();
TRINITY_GUARD(ACE_Thread_Mutex, DelayedCorpseLock);
for (std::list<DelayedCorpseAction>::iterator itr = i_delayedCorpseActions.begin(); itr != i_delayedCorpseActions.end(); ++itr)
{
DelayedCorpseAction a = (*itr);
switch (a._action)
{
case 0: // remove corpse
RemoveCorpse(a._corpse, true);
break;
case 1: // add bones
if (Map* map = sMapMgr->FindMap(a._mapId, a._instanceId))
if (!map->IsRemovalGrid(a._corpse->GetPositionX(), a._corpse->GetPositionY()))
{
a._corpse->SetMap(map);
map->AddToMap(a._corpse);
}
break;
}
}
i_delayedCorpseActions.clear();
}
void ObjectAccessor::Update(uint32 /*diff*/)